Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.09.13 22:54:00 -
[1] - Quote
My Background - Last patch, I solo killed Marauder tanks, top Dropships and spent nearly 90% of my time doing AV exclusively with the Swarm Launcher. Here are some thoughts on how to improve the new implementation of Swarm Launchers, which are significantly less useful compared to last patch.
Swarm Launchers should auto target the center mass of the object, not the bottom.
Turrets, LAV's and tanks are often safe from SLs when they have a small hill inbetween or are higher than the gunner.. even though there is line of sight.
Missiles should not do laps around the gunner before going towards the target.. They should behave like they did last patch. They shoot out the direction you aim them, then adjust to hit the target.
Often they explode on stuff around the gunner even before they approach the target.
The lock ranges for Militia swarm launchers are also WAY too long.
No-skill swarm launchers can be disproportionately high trouble to advanced drop ships due to really long lock ranges. The different tier weapons should have improved lock ranges, or this should be affected by a Swarm Launcher range skill. If the light weapon range skill affects swarm launcher lock range, it should still go through a multiplier based on the tier of swarm launcher used. (range multiplied by .5, .75, and 1.0 for example)
I believe there should be a dramatic difference in effectiveness between militia swarm launchers and Prototype swarm launchers.. in lock speed, lock range, and damage.
The advanced skill for Swarm Launchers seems pointless since the lock time is ALWAYS the limiting factor, not reload speed. This skill should be changed or made clear on what it really does.
Multiple target swarm launchers do not seem to have any value.
I have experimented with these launchers and do not see any real use in being able to lock one target, then another. There is significant increase in cost for this ability, which seems pointless. Damage, Lock speed and Lock Range are all more valuable factors to offer improvement over target #.
I would prefer to see high damage, low range variants, or higher lock speed, lower range variants - either of which would be especially suited for tank hunting.
Thanks for listening |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.09.13 23:10:00 -
[2] - Quote
thoughts? |
Scholar Him
Sanmatar Kelkoons Minmatar Republic
29
|
Posted - 2012.09.13 23:11:00 -
[3] - Quote
My main is a Heavy - Swarm/Forge and I agreed across the board with what you are saying. The only use I have found for the multi-target one is when a drop ship is carrying a jeep. However, you are greatly reducing your damage over time by targeting both targets. So, yeah, they are not really useful.
I would add to your list that: Once you have already fired on a drop ship, they missiles should still impact even if they cloak. That or they need to nerf how often drop ships can cloak. I can never get off more than 2 barrages before they simply become unhittable. Effectively, anti-air weapons are useless against anything in the air (unless it's a jeep!). That makes little sense. By the way, 2 barrages usually doesn't even take the shields out. So, the only way to take them down would be if they are dumb enough to let you. |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.09.14 00:10:00 -
[4] - Quote
I've just skilled into SL's and i've noticed a lot of issues while using them but i think you've got the majority of them sorted.
I'd suggest dropping the multiple locking ones like you suggested but change them for a higher damage SL.
Swarms use to be massively over powered a couple of builds ago and people abused them a lot and use them as anti infantry weapons which was obviously what they was not intended for, CCP said they would nerf them into the ground and then build them back up and i think now is the time for a buff to SL's.
All the missiles do the same damage for a start no matter the meta level of the item, i think they should improve with level in addition to having more missiles etc.
I think they also need more ammo. |
|
|
|
Pages: 1 :: [one page] |